############################################################################## # depths.des: Depths entry vaults. # At time of writing, Depths vaults are shared with D and # tend to go in variable/*.des. ############################################################################## ########################################################################## # Depths entries. # U:1 is intended to be a considerable change of pace from earlier; # there is a single point of entry / exit between the two levels. # These vaults hold the stair to U:1 and some threats representative of # later in the dungeon to make it clear what to expect. ########################################################################## {{ function depths_entry(e) e.tags("depths_entry uniq_depths_entry chance_depths_entry no_monster_gen") e.place("D:$") e.weight("20") e.kfeat("O = enter_depths") e.orient("float") end }} NAME: grunt_enter_depths_snipers TAGS: no_pool_fixup MONS: centaur warrior, yaktaur / cyclops w:2 KMONS: O = yaktaur captain / frost giant w:4 SUBST: - = ++c : depths_entry(_G) MAP ccccccccc c1+...+2c c.c.O.c.c c.c...c.c c.cc-cc.c c.w...w.c c.w...w.c c.w.w.w.c c.c.c.c.c cw..c..wc cww...wwc cccc+cccc ENDMAP # The idea here is to keep the stone giant on the island until the player is # ready to deal with it, and therefore proceed to the Depths. # XXX: Fire giant doesn't run out of ammo and thus encourage scumming. NAME: grunt_enter_depths_giant_problem SHUFFLE: JKLMN SUBST: J = l, K : ll., L : l., M : l.., N = . KMONS: O = patrolling fire giant : depths_entry(_G) WEIGHT: 12 MAP ....@.... ..LJLJLJL.. ..KKllxllKK.. .LKxlllllxKL. .JlllMNMlllJ. ..l.l...MllL. @l.l..O.NlxJ@ ..lll...MllL. .JlllMNMlllJ. .LKxlllllxKL. ..KKllxllKK.. ..LJLJLJL.. ....@.... ENDMAP NAME: grunt_enter_depths_hoard MONS: fire dragon, ice dragon ITEM: $ no_pickup SHUFFLE: 12 / 12 / 11 / 22 : depths_entry(_G) MAP ccccccc ccdddd.cc cc...1...ccccc cO.ccccc.....cc cc...2...cc...cc ccdddd.ccc.G..cc cccccccc.@.@..c ENDMAP NAME: grunt_enter_depths_magical_seal KMONS: O = ogre mage band / necromancer band MONS: wizard / deep elf conjurer / orc sorcerer / naga mage : depths_entry(_G) MAP bbbbbbb bb..1..bb bb.......bb b..bb+bb..b b..b...b..b b.1b.O.b1.b b..b...b..b b..bbbbb..b bb...1...bb bb.....bb bbb+bbb ENDMAP NAME: gammafunk_enter_depths_forms MONS: ugly thing w:8 / shapeshifter / rakshasa w:2 MONS: giant orange brain / boggart band w:6, slime creature band MONS: glowing shapeshifter NSUBST: . = 4:1 / *:., 3 = 1:2 / 1:3 : depths_entry(_G) MAP xxxxxx xx.x..x bbbb x.3...xbb..bb xx.xx..b....bb x..xxx...1...+ x....xxb....bb xxbb.bbbb..bb bb...bbbbbb bb.....bb b4.....3b bb.....bb bbbObbb bbb ENDMAP NAME: gammafunk_depths_entry_grave TAGS: patrolling KMONS: t = w:2 col:darkgrey plant name:withered name_adjective \ tile:mons_withered_plant / w:1 col:lightgrey plant name:withered \ name_adjective tile:mons_withered_plant MONS: place:Depths:1 skeleton / place:Depths:1 zombie w:20, necromancer MONS: skeletal warrior / guardian mummy w:2 KMONS: O = vampire mage w:15 / flayed ghost / phantasmal warrior NSUBST: . = 4:1 / 1:2 / 2:3 / *:. SUBST: . = .....--__tG TILE: G = dngn_gravestone FTILE: - = floor_pebble_brown FTILE: _ = floor_pebble_darkgray : set_feature_name("granite_statue", "a gravestone") : depths_entry(_G) MAP ....@.... ........... ............. ............. ............. ............. @.....O.....@ ............. ............. ............. ............. ........... ....@.... ENDMAP NAME: hangedman_depths_entry_try_elsewhere_first TAGS: no_pool_fixup MONS: hydra / ugly thing w:2, salamander / naga mage w:2 MONS: wolf spider / very ugly thing w:2 / emperor scorpion w:2, manticore /\ merfolk w:2 MONS: large slime creature / giant eyeball w:2 KMONS: O = dire elephant / glowing shapeshifter w:4 SHUFFLE: 12345, +'X / XX' SUBST: XY = x, '" = . : depths_entry(_G) MAP xxxx'''x..@ x1.x.w.X.w. x..X...x... xxx'Xxx+xXx xxx..2x..' xxx.w.x.w' xcc...X..' xcOcxx'Xxx xcccxxx..x xxxxxxx.3x xxxx ENDMAP NAME: hangedman_depths_entry_civil_slaughter MONS: hill giant w:14 / yaktaur w:4 / tengu warrior w:8 / deep elf priest w:2 MONS: ogre mage w:14 / tengu conjurer w:6 / deep elf knight / centaur warrior MONS: deep troll w:14 / hell knight w:8 / orc sorcerer / shapeshifter w:4 KMONS: O = ettin w:14 / yaktaur captain w:2 / glowing shapeshifter w:2 SUBST: c : c:9 v:2 b:1 SHUFFLE: 12 / 12 / 21 : depths_entry(_G) MAP .x... ...1. .....x... .cccc.ccc .cO..x... xxxxx.c.....x x2....c...x.x x..x.x.x.x..x x.x...c....2x x...3.c.xxxxx ...x..Tc. ccc.cccc. ...x..... .1... ...x. ENDMAP